it can run on mobile devices / PCs at native speed (by using the Chipmunk JS bindings)

or it can run on the web (by using the Chipmunk-JS)

and without changing a single line of code.

Bugs / Features / Status:Features: - Currently it supports all the basic Chipmunk functionalities like, Space, Body, all types of shapes, all types of joints, collision detection callbacks. - The API is 95% compatible with the Chipmunk-JS project. It still has some small incompatibilities which I will try to fix in the next days / weeks. - The JS code is executed by the SpiderMonkey VM (bundled with the project). - Supported Platforms: Although in theory should work (with little changes) on every Chipmunk supported platform it was tested only on OS X and iOS. Android version coming soon. - For the moment there is no documentation, but the easiest way to start a Chipmunk + JS Bindings project is by downloading cocos2d-iphone (develop-v2 branch) ( https://github.com/cocos2d/cocos2d-iphone/ ), install the Xcode templates, and start a "cocos2d iOS with JavaScript" project (it includes the Chipmunk JS bindings as well). - The bindings are automatically generated. So it should be easy to update them in case new features are added to the C Chipmunk library. - Status: Alpha. Early adopters are welcome!

The Chipmunk's extensions for cocos2d (PhysicsSprite and PhysicsDebugNode) were also added in the cocos2d-html5 project.That means that your cocos2d + chipmunk game can run on the web (using Chipmunk-JS and cocos2d-html5) and mobile (using cocos2d-iphone or cocos2d-x and chipmunk + JS bindings) without changing a single line of code!!